Global Digital Living Room Market 2013 to 2018 By Products, Technology and Geography by rnrmarketresearch3


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									RnR Market Research Offers “Global Digital Living Room Market (2013-2018)By Products
[Smart/3D, LED/LCD/OLED TV, Set-top box, Home Theater (Projectors, Audio equipment),
Blu-Ray Player, Gaming Console], Technology (Processor, Memory, Sensors, Connectivity),
& Geography” Report at US$ 4650 (Single User License). The report got published in Dec
2012 & contains 352 pages.

The report, based on the extensive research study of the global digital living room market and the related
industries, is aimed at identifying the entire market of the digital living room devices specifically Television
systems, Gaming Consoles, Home theater systems, and Blu-ray players. The report covers the overall
market and sub-segment markets through extensively detailed classifications, in terms of – revenue, ASPs,
and shipments.

The total digital living room market is expected to cross $200 billion by 2018 with a single digit growth rate.
Currently, the market value is approximately $180 billion.

As the name suggests, Digital Living Room is a concept where network-based devices are used for
infotainment purposes. The digital living room concept enables one to share music, photos, and videos
among various consumer devices such as computers, set-top boxes, TV systems, smartphones, home
theater systems, gaming consoles, and other multimedia devices.

The report deals with the total digital living room devices market; it includes primary digital living room devices
such as Televisions, Set-top Boxes, and Home Theater Systems as well as secondary devices like Digital
Media Receivers, DVD players, Blu-Ray players, Digital Video Recorders, and Gaming Consoles. Few of the
above mentioned devices have been further divided into respective sub-segments. For example, television
sets market is divided into various micro-markets like Smart TV and 3D TV (by features) and LED TV, LCD
TV, OLED TV, and Plasma TV (by display technologies).

Besides, the report focuses on the in-depth segmentation of Set top boxes (STB). Two different approaches
are used to segment the total STB market. First, the segmentation of STB market by technology, which
covers the micro-segments such as Standard Definition (SD) and High Definition (HD) types and, second, by
various application types such as Cable STB, Satellite STB, IP STB, and Hybrid/DTT STB. Other devices
mentioned above are also segmented according to their respective sub-segments.

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The technology segmentation of the market includes analysis of the various components such as processors,
memory ICs, wireless chipsets (connectivity and content sharing purposes), and sensors used in the digital
living room devices.

This report analyzes the findings by considering the market dynamics that shape up this market. These
dynamics are categorized under three headers; drivers, restraints, and opportunities. The market estimation
and forecasting have been done using market dynamics. The report also gives detailed profiles of various
companies currently active in the digital living room market. All the other details of the key players in the
entire value chain such as key product launches, technologies, industry partners, financials, and growth
strategies are discussed in the extensive company profiles section. In addition to the company profiles, a
competitive landscape of the current market is stated for each of the digital living room device markets, with
revenue, market shares, and market share rankings of the current key players.

The Digital Living Room devices market is also mapped against geography. The market by geography is
segmented by various economic regions such as North America, Europe, APAC, and ROW. The regional
market has been further broken down by country, which gives a detailed insight of regional profit pockets and
potential emerging markets. Apart from the market segmentation, the report also includes critical market data
showing the price trend analysis, Porter’s five force analysis, and value chain analysis.


       The global digital living room market is estimated to grow at a modest CAGR from 2013 till 2018 and
        to cross $200 billion by the end of these five years.
       Currently, televisions contribute to more than 75% of the global digital living room market. This share
        is expected to increase to more than 85% by the end of 2018.
       The factors such as evolving technology and changing consumer behavior are affecting each type of
        digital living room devices. For instance, a declining trend is observed in the set-top box and Blu-ray
        player markets.
       LED backlit LCD TVs are expected to dominate the television market for the next five years and
        CCFL backlit LCD TVs and Plasma TVs shall witness a rapid decline in their shipments
       Porter’s analysis in detail, market life cycle analysis along with technology & market roadmaps,
        evolution & time-lines of each type of living room devices, and their respective markets
       Detailed segmentation of global digital living room market by technology and products with a focus on
        markets of high growth and emerging technologies
       The future of each type of digital living room device and technologies & industry from both – technical
        and market-oriented perspectives with techno-market oriented roadmaps
       Detailed pricing & cost analysis of each type of digital living room device, along with future scenarios
        in prices and dynamics of changes in prices
       Detailed competitive landscape with identification of the key players in each type of product market,
        in-depth market share analysis with individual revenue, market shares, and market share rankings
       Complete value chain, allied industry segments & value chain analysis of the global digital living room
        devices industry and their impacts on the market

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Table Of Contents

1 Introduction
1.1 Key Take Aways
1.2 Analyst Insights
1.3 Report Description
1.4 Markets Covered
1.5 Stakeholders
1.6 Report Assumptions
1.7 Research Methodology
1.7.1 Market Size
1.7.2 Market Crackdown & Data Triangulation
1.7.3 Market Forecasting Model
1.7.4 Key Data Points Taken from Secondary Sources
1.7.5 Key Data Points Taken from Primary Sources
1.7.6 Key Companies of Primary Research
2 Executive Summary
3 Market Overview
3.1 Introduction
3.2 History & Evolution
3.2.1 Digitalization Of Living Room
3.2.2 Evolution of Multimedia Devices
3.3 Industry Segments and Value Chain
3.3.1 Equipment Suppliers
3.3.2 Component Manufacturers
3.3.3 Over-the-top content vendors
3.3.4 OEM Vendors
3.4 Market Statistics
3.5 Market Dynamics
3.5.1 Drivers
3.5.2 Restraints
3.5.3 Opportunities
3.6 Burning Issues
3.7 Winning Imperatives
3.8 Pricing and Cost Analysis
3.9 Porter’s Analysis
3.9.1 Threat from New Entrants
3.9.2 Threat from Substitutes
3.9.3 Bargaining Power of Suppliers
3.9.4 Bargaining Power of Customers
3.9.5 Degree of Competition
4 Market by Technology
4.1 Introduction
4.2 Processor market for DLR devices
4.3 DLR Chipsets for wireless connectivity
4.4 Home Audio ICs market
4.5 Memory IC market for DLR devices
4.6 Sensors market for DLR devices
5 Market by Products
5.1 TV systems
5.1.1 TV market by display technology CRT TV Plasma TV LCD TV LED TV OLED TV
5.1.2 TV market by functionality 3D TV Smart TV
5.1.3 TV systems segmentation by geography
5.2 Blu-ray Players
5.2.1 Blu-ray segmentation by geography
5.3 Set Top Boxes
5.3.1 Set-top box segmentation by features SD set-top box HD set-top box
5.3.2 Set-top box segmentation by type Cable Set top boxes Satellite Set top boxes IPTV Set-top boxes DTT Set-top boxes
5.3.3 Set-top box segmentation by geography
5.4 Home Theater Projectors
5.4.1 HT projector segmentation by resolution 720p projector 1080p projector 4k projector
5.4.2 HT projector segmentation by geography
5.5 Audio systems
5.5.1 Audio systems by number of channels 5.1 channel system 7.1 channel system 9.1 channel system
5.5.2 Audio system market by geography
5.6 Gaming Consoles
5.6.1 7th generation
5.6.2 8th generation
5.6.3 Gaming consoles segmentation by geography
6 Market by Geography
6.1 North America
6.1.1 Television systems
6.1.2 Set-top box
6.1.3 Blu-ray player
6.1.4 Home theater projector
6.1.5 Audio system
6.1.6 Gaming consoles
6.2 Europe
6.2.1 Television systems
6.2.2 Set-top box
6.2.3 Blu-ray player
6.2.4 Home theater projector
6.2.5 Audio system
6.2.6 Gaming consoles
6.3 APAC
6.3.1 Television systems
6.3.2 Set-top box
6.3.3 Blu-ray player
6.3.4 Home theater projector
6.3.5 Audio system
6.3.6 Gaming consoles
6.4 ROW
6.4.1 Television systems
6.4.2 Set-top box
6.4.3 Blu-ray player
6.4.4 Home theater projector
6.4.5 Audio system
6.4.6 Gaming consoles
7 Competitive Landscape
7.1 Overview
7.2 Market Key Players
7.3 Market Share Analysis
7.4 Competitive Situation and Trends
7.4.1 New Product Developments & Announcements
7.4.2 Agreements, Partnerships, Joint Ventures and Collaborations
7.4.3 Mergers and Acquisitions
8 Company Profiles
8.1 Benq
8.2 Cisco
8.3 Comcast
8.4 Echostar
8.5 Epson
8.6 Jvc
8.7 Lg
8.8 Microsoft
8.9 Mitsubishi
8.10 Motorola
8.11 Nintendo
8.12 Pace
8.13 Panasonic
8.14 Philips
8.15 Pioneer
8.16 Samsung
8.17 Sharp
8.18 Sony
8.19 Technicolor
8.20 Tivo
8.21 Yamaha

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